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8+ 2–4 30’ 8+ TM BRIAN YU

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Page 1: Go to  · 2016-09-10 · If a player doesn’t roll enough to move past another mover, they must stop in the first empty space behind the other mover. On their turn, a player may

FBH20-0970-G1

1101162831-DOM

8+2–430’ 8+

1 2

4

3

TM

BRIAN YU

CONTENTS1 Game Board4 Treasure Hunter Movers12 Ghost Cards 1 Shuffle card24 Ghost Movers

6 Haunting figures1 Movement Die (numbers)2 Fighting Dice (symbols)8 Treasure Jewels1 Draw 2 + Shuffle Card

1 Draw 3 + Shuffle Card 2 Blue “Doors Locked” Cards2 Green “Door Locked” Cards

OBJECTPlayers work as a team to escape from the house with all 8 Treasure Jewels before 6 of the rooms become haunted. Win or lose, you do it together!

THE BASIC GAME

SETTING UP THE BASIC GAME Each player takes a TREASURE HUNTER MOVER. Place the movers outside the front door.

NOTE: in a 2-Player game, each player controls TWO TREASURE HUNTER MOVERS at the same time.

Remove the “DRAW 2 + SHUFFLE” CARD, the “DRAW 3 + SHUFFLE” CARD, and the two blue and two green “DOOR LOCKED” CARDS (you don’t use these cards when playing the basic game).

Shuffle the remaining CARDS and place them face down in their space on the board to form a draw pile.

Each room is marked with a single letter. Place a GHOST FIGURE in the rooms lettered C, F, I and L.

Place a TREASURE JEWEL in each room that has a RED background to its room letter.

NOTE: The numbers on the TREASURE JEWELS aren’t used in the Basic Game, so you can ignore them. NOTE: Do not cover the room letters with figures or TREASURE JEWELS.

©2016 Mattel. All Rights Reserved. Mattel, Inc., 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Services 1-800-524-8697. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628 500303. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312. Mattel East Asia Ltd., Room 503-09, North Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China. Tel.: (852) 3185-6500. Diimport & Diedarkan Oleh: Mattel Southeast Asia Pte. Ltd. , No 19-1, Tower 3 Avenue 7, Bangsar South City, No 8, Jalan Kerinchi, 59200 Kuala Lumpur, Malaysia. Tel: 03-78803817, Fax: 03-78803867.

serivce.mattel.comGhostFightinTreasureHunters.com

PLAYING THE BASIC GAME

On their turn, each player can take the following actions, but they must do so in the order listed:

TURN SEQUENCE1. Roll Movement Die2. Reveal Ghost Card (if necessary)3. Move4. Pick Up/ Drop Off Jewels5. Fight

1. Rolling the Movement DieA player’s turn always begins by rolling the movement die (the numbered die). The result shows 2 things: whether they must put a new Ghost Figure in a room (see #2 below), and how many spaces they may move their playing piece (see #3 below).

2. Placing Ghost Figures on the BoardA – If a Ghost icon appears on the movement die, the player must flip over the top Ghost Card from the draw pile and place it beside the board to form a discard pile. B – If there is a letter on the card, the player must place a Ghost Figure in the room with the matching letter.C – If the flipped card is the Shuffle Card the player does not place a new Ghost Figure on the board. Instead, they collect all of the cards – both the draw pile and discard pile – shuffle them together and set them beside the board to form a new draw pile.

Picking up TREASURE JEWELS (see #4), dropping off TREASURE JEWELS (see #5) or fighting Ghosts (see #6) ends your movement.

4. Picking up Treasure JewelsIf you end your move in a room with a Treasure Jewel, you may pick it up and place it in the back-pack of your Treasure Hunter Mover. If there is a ghost in the room, you must also fight it (more on that later). Keep it there until you succeed in dropping it off (see #5). Your mover may only carry one Treasure Jewel at a time. Also, you may fight Ghosts and Hauntings while carrying a jewel.

5. Dropping off Treasure JewelsIf you successfully move outside the house with a Treasure Jewel, your movement ends and you drop off the Treasure Jewel there. Place it in a pile beside the door.

6. Fighting GhostsIf you end your move in a room with a Ghost Figure, you must fight it.

WINNING THE BASIC GAMEOnce all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!

LOSING THE BASIC GAMEIf all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels, the players lose!

Also, if each Treasure Hunters is in a different room and a) the room contains a Haunter Marker and b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the game is over.

THE ADVANCED GAME

SETTING UP THE ADVANCED GAME

Add the “DRAW 2 + SHUFFLE” card, the “DRAW 3 + SHUFFLE” card, and the blue and green “DOORS LOCKED” cards to the draw pile. You use all of the cards in the Advanced Game.

Place all of the Treasure Jewels with their numbers face down and mix them, then place them into rooms without looking at the number on the reverse side.

PLAYING THE ADVANCED GAME

DRAW + SHUFFLE CARDS

Picking up Treasure JewelsEach Treasure Jewel has a number on its reverse side. In the Advanced Game, Treasure Jewels must be retrieved in numerical order.

When you enter a room with a Treasure Jewel, you may flip it over to reveal its number. You may pick up Treasure Jewels in any order, but you may only remove one from the house if it is the next in numerical order, starting with 1.

WINNING THE ADVANCED GAMEOnce all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!

LOSING THE ADVANCED GAMEIf all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels, the players lose!

Also, if each Treasure Hunters is in a different room and a) the room contains a Haunter Marker and b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the game is over.

Movers Start Here

Card Space

Room Letter

Treasure Jewels Goin These Rooms

Ghosts Start in These Rooms

To fight a Ghost Figure, you roll 1 BATTLE DIE (the die with symbols only). If you get the Ghost Icon, you may remove 1 Ghost Figure from the room. NOTE: If you roll a Haunting or a Blank, take no actions and there is no penalty. If at least 1 other player is in the room with you, the player whose turn it is may roll 2 Battle Dice. Each Ghost Icon on the Battle Dice removes 1 Ghost Figure from the room. If there are more than 2 players in the room, you still only roll 2 battle dice.

y yT

o

tGHOST ICON

GHOST ICON

All Ghost figures removed from the board are returned to the supply and may be used again during gameplay.

HAUNTED ROOMSYou have to keep your eye on the number of Ghost Figures on the board. If too many start showing up, rooms will become Haunted. If 6 rooms become Haunted at the same time, you lose the game!

Haunting a RoomWhen 3 Ghost Figures inhabit the same room at the same time, that room becomes HAUNTED. Remove the Ghost Figures and replace them with a red HAUNTING MARKER.

A - Ghost Symbols B - Matching Letters C - Shuffle Cardg Letters

G

A - GhGhost Symbob lls C - hSh ffluffle Ca drd

3. MovingThe player may then move UP TO the number shown on the die. For example, you may roll a 5, but only need 3 spaces to get where you want to be. If you choose to stop, you forfeit the remaining movement. You may only enter and exit the house through the front door. Each square in the hallway is one space. You may move through rooms; each room counts as a single space. You must enter and exit rooms through a door. You may not move diagonally.

DRAW

DISCARD

DOORSRooms Count As 1 Space

TREASURE HUNTER MOVERS CANNOT share hallway spaces, but they CAN share room spaces.

In the hallway, players may move through spaces occupied by other TREASURE HUNTER MOVERS, but they may NOT stop in a space that is already occupied. If a player doesn’t roll enough to move past another mover, they must stop in the first empty space behind the other mover.

On their turn, a player may choose to remain on the space they currently occupy (including outside the house) and not move their TREASURE HUNTER MOVER, but they still have to roll the MOVEMENT DIE and draw a card, if necessary.

If a card tells you to place a Ghost Figure in a room that is already Haunted, the new Ghost Figure moves sequentially up through the lettered rooms (from A to B to C, etc.) until it finds an available space (from room L, a Ghost loops back to room A).

If you are carrying a Treasure Jewel while in a Haunted room, you CANNOT move from the Haunted room until you succeed in “UN-Haunting” it.

Unhaunting a RoomA Haunting may be removed only if 2 or more players work together. At least 2 players must be in a room with a Haunting before the Battle Dice may be rolled. The player whose turn it is rolls 2 Battle Dice – if at least 1 HAUNTING ICON is rolled, the Haunting Marker is removed from the board.

All Haunting figures removed from the board are returned to the supply and may be used again during gameplay.

The game proceeds as described in the BASIC GAME section, with the same goals in mind; however, if you draw a “DRAW 2 + SHUFFLE” or a “DRAW 3 + SHUFFLE,” you must draw the additional number of cards indicated and place any Ghost Figures on the board, then shuffle the discard pile with the remaining draw pile (NOTE: IF, WHEN DRAWING THE 2 OR 3 ADDITIONAL CARDS, YOU HAPPEN TO GET ANOTHER SHUFFLE, DRAW 2 OR DRAW 3 CARD, YOU MAY IGNORE IT AND MOVE TO THE NEXT CARD).

Draw 2 + Shuffle Card

Draw 3 + Shuffle Card

DOOR LOCKED CARDSIf you draw blue or green “DOORS LOCKED” card, the doors of the corresponding colors are now locked. Players may not move through a locked door. Only 1 color of doors may be locked at a time. Place the DOOR LOCKED card to the side of the discard pile to remind you what color is locked. A door can only be unlocked if the other color of doors becomes locked OR a SHUFFLE card comes up.

Blue “Door Locked” Card

Door Colors Green “Door Locked” Card

lBlBluBlu “e “e “DDooDoorr Locked” Card

GGreGreenen “D“Do“Dooror Locked” Card

Go towww.GhostFightinTreasureHunters.com

for instructions in Spanish, French and more.

Size: 22” X 11” Color: 4C + 4C

Dieline Cyan Magenta Yellow Black

SIGN OFF(GRAPHIC):

DATE:

PROOF APPROVALGRAPHIC DESIGNER: Ruan, Jane

PI ENGINEER: PROJECT ENGINEER: CS VENDOR: IASIK

SOFTWARE: Illustrator CC

COLOR PROFILE/LPI: Mag CCNB / 175lpi

CS DATE: 5/05/2016

ITEM NO.: FBH20 LANG.: DOM

PART CODE: FBH20-0970-G1

ITEM NAME: GHOST FIGHTIN TREASURE HUNTERS

TOY YEAR: 2016

PKG. SIZE: 22’ x 11”

PKG. SPEC.: IS VER.: 2nd Run

BLANK SIZE: 22.75’’ x 25’’

NOTES TO PRINTER: Proofs accurate for process color only. All spot colors must follow PMS Color Formula Guide or color swatch specified.

C16D0505-2-FBH20-0970-G1_DOM_IS(OP)

5/03/2016 Remanked: per ES copywriter’s comment, we added the text to I/S.

Page 2: Go to  · 2016-09-10 · If a player doesn’t roll enough to move past another mover, they must stop in the first empty space behind the other mover. On their turn, a player may

FBH20-0970-G1

1101162831-DOM

8+2–430’ 8+

1 2

4

3

TM

BRIAN YU

CONTENTS1 Game Board4 Treasure Hunter Movers12 Ghost Cards 1 Shuffle card24 Ghost Movers

6 Haunting figures1 Movement Die (numbers)2 Fighting Dice (symbols)8 Treasure Jewels1 Draw 2 + Shuffle Card

1 Draw 3 + Shuffle Card 2 Blue “Doors Locked” Cards2 Green “Door Locked” Cards

OBJECTPlayers work as a team to escape from the house with all 8 Treasure Jewels before 6 of the rooms become haunted. Win or lose, you do it together!

THE BASIC GAME

SETTING UP THE BASIC GAME Each player takes a TREASURE HUNTER MOVER. Place the movers outside the front door.

NOTE: in a 2-Player game, each player controls TWO TREASURE HUNTER MOVERS at the same time.

Remove the “DRAW 2 + SHUFFLE” CARD, the “DRAW 3 + SHUFFLE” CARD, and the two blue and two green “DOOR LOCKED” CARDS (you don’t use these cards when playing the basic game).

Shuffle the remaining CARDS and place them face down in their space on the board to form a draw pile.

Each room is marked with a single letter. Place a GHOST FIGURE in the rooms lettered C, F, I and L.

Place a TREASURE JEWEL in each room that has a RED background to its room letter.

NOTE: The numbers on the TREASURE JEWELS aren’t used in the Basic Game, so you can ignore them. NOTE: Do not cover the room letters with figures or TREASURE JEWELS.

©2016 Mattel. All Rights Reserved. Mattel, Inc., 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Services 1-800-524-8697. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628 500303. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312. Mattel East Asia Ltd., Room 503-09, North Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China. Tel.: (852) 3185-6500. Diimport & Diedarkan Oleh: Mattel Southeast Asia Pte. Ltd. , No 19-1, Tower 3 Avenue 7, Bangsar South City, No 8, Jalan Kerinchi, 59200 Kuala Lumpur, Malaysia. Tel: 03-78803817, Fax: 03-78803867.

serivce.mattel.comGhostFightinTreasureHunters.com

PLAYING THE BASIC GAME

On their turn, each player can take the following actions, but they must do so in the order listed:

TURN SEQUENCE1. Roll Movement Die2. Reveal Ghost Card (if necessary)3. Move4. Pick Up/ Drop Off Jewels5. Fight

1. Rolling the Movement DieA player’s turn always begins by rolling the movement die (the numbered die). The result shows 2 things: whether they must put a new Ghost Figure in a room (see #2 below), and how many spaces they may move their playing piece (see #3 below).

2. Placing Ghost Figures on the BoardA – If a Ghost icon appears on the movement die, the player must flip over the top Ghost Card from the draw pile and place it beside the board to form a discard pile. B – If there is a letter on the card, the player must place a Ghost Figure in the room with the matching letter.C – If the flipped card is the Shuffle Card the player does not place a new Ghost Figure on the board. Instead, they collect all of the cards – both the draw pile and discard pile – shuffle them together and set them beside the board to form a new draw pile.

Picking up TREASURE JEWELS (see #4), dropping off TREASURE JEWELS (see #5) or fighting Ghosts (see #6) ends your movement.

4. Picking up Treasure JewelsIf you end your move in a room with a Treasure Jewel, you may pick it up and place it in the back-pack of your Treasure Hunter Mover. If there is a ghost in the room, you must also fight it (more on that later). Keep it there until you succeed in dropping it off (see #5). Your mover may only carry one Treasure Jewel at a time. Also, you may fight Ghosts and Hauntings while carrying a jewel.

5. Dropping off Treasure JewelsIf you successfully move outside the house with a Treasure Jewel, your movement ends and you drop off the Treasure Jewel there. Place it in a pile beside the door.

6. Fighting GhostsIf you end your move in a room with a Ghost Figure, you must fight it.

WINNING THE BASIC GAMEOnce all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!

LOSING THE BASIC GAMEIf all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels, the players lose!

Also, if each Treasure Hunters is in a different room and a) the room contains a Haunter Marker and b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the game is over.

THE ADVANCED GAME

SETTING UP THE ADVANCED GAME

Add the “DRAW 2 + SHUFFLE” card, the “DRAW 3 + SHUFFLE” card, and the blue and green “DOORS LOCKED” cards to the draw pile. You use all of the cards in the Advanced Game.

Place all of the Treasure Jewels with their numbers face down and mix them, then place them into rooms without looking at the number on the reverse side.

PLAYING THE ADVANCED GAME

DRAW + SHUFFLE CARDS

Picking up Treasure JewelsEach Treasure Jewel has a number on its reverse side. In the Advanced Game, Treasure Jewels must be retrieved in numerical order.

When you enter a room with a Treasure Jewel, you may flip it over to reveal its number. You may pick up Treasure Jewels in any order, but you may only remove one from the house if it is the next in numerical order, starting with 1.

WINNING THE ADVANCED GAMEOnce all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!

LOSING THE ADVANCED GAMEIf all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels, the players lose!

Also, if each Treasure Hunters is in a different room and a) the room contains a Haunter Marker and b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the game is over.

Movers Start Here

Card Space

Room Letter

Treasure Jewels Goin These Rooms

Ghosts Start in These Rooms

To fight a Ghost Figure, you roll 1 BATTLE DIE (the die with symbols only). If you get the Ghost Icon, you may remove 1 Ghost Figure from the room. NOTE: If you roll a Haunting or a Blank, take no actions and there is no penalty. If at least 1 other player is in the room with you, the player whose turn it is may roll 2 Battle Dice. Each Ghost Icon on the Battle Dice removes 1 Ghost Figure from the room. If there are more than 2 players in the room, you still only roll 2 battle dice.

y yT

o

tGHOST ICON

GHOST ICON

All Ghost figures removed from the board are returned to the supply and may be used again during gameplay.

HAUNTED ROOMSYou have to keep your eye on the number of Ghost Figures on the board. If too many start showing up, rooms will become Haunted. If 6 rooms become Haunted at the same time, you lose the game!

Haunting a RoomWhen 3 Ghost Figures inhabit the same room at the same time, that room becomes HAUNTED. Remove the Ghost Figures and replace them with a red HAUNTING MARKER.

A - Ghost Symbols B - Matching Letters C - Shuffle Cardg Letters

G

A - GhGhost Symbob lls C - hSh ffluffle Ca drd

3. MovingThe player may then move UP TO the number shown on the die. For example, you may roll a 5, but only need 3 spaces to get where you want to be. If you choose to stop, you forfeit the remaining movement. You may only enter and exit the house through the front door. Each square in the hallway is one space. You may move through rooms; each room counts as a single space. You must enter and exit rooms through a door. You may not move diagonally.

DRAW

DISCARD

DOORSRooms Count As 1 Space

TREASURE HUNTER MOVERS CANNOT share hallway spaces, but they CAN share room spaces.

In the hallway, players may move through spaces occupied by other TREASURE HUNTER MOVERS, but they may NOT stop in a space that is already occupied. If a player doesn’t roll enough to move past another mover, they must stop in the first empty space behind the other mover.

On their turn, a player may choose to remain on the space they currently occupy (including outside the house) and not move their TREASURE HUNTER MOVER, but they still have to roll the MOVEMENT DIE and draw a card, if necessary.

If a card tells you to place a Ghost Figure in a room that is already Haunted, the new Ghost Figure moves sequentially up through the lettered rooms (from A to B to C, etc.) until it finds an available space (from room L, a Ghost loops back to room A).

If you are carrying a Treasure Jewel while in a Haunted room, you CANNOT move from the Haunted room until you succeed in “UN-Haunting” it.

Unhaunting a RoomA Haunting may be removed only if 2 or more players work together. At least 2 players must be in a room with a Haunting before the Battle Dice may be rolled. The player whose turn it is rolls 2 Battle Dice – if at least 1 HAUNTING ICON is rolled, the Haunting Marker is removed from the board.

All Haunting figures removed from the board are returned to the supply and may be used again during gameplay.

The game proceeds as described in the BASIC GAME section, with the same goals in mind; however, if you draw a “DRAW 2 + SHUFFLE” or a “DRAW 3 + SHUFFLE,” you must draw the additional number of cards indicated and place any Ghost Figures on the board, then shuffle the discard pile with the remaining draw pile (NOTE: IF, WHEN DRAWING THE 2 OR 3 ADDITIONAL CARDS, YOU HAPPEN TO GET ANOTHER SHUFFLE, DRAW 2 OR DRAW 3 CARD, YOU MAY IGNORE IT AND MOVE TO THE NEXT CARD).

Draw 2 + Shuffle Card

Draw 3 + Shuffle Card

DOOR LOCKED CARDSIf you draw blue or green “DOORS LOCKED” card, the doors of the corresponding colors are now locked. Players may not move through a locked door. Only 1 color of doors may be locked at a time. Place the DOOR LOCKED card to the side of the discard pile to remind you what color is locked. A door can only be unlocked if the other color of doors becomes locked OR a SHUFFLE card comes up.

Blue “Door Locked” Card

Door Colors Green “Door Locked” Card

lBlBluBlu “e “e “DDooDoorr Locked” Card

GGreGreenen “D“Do“Dooror Locked” Card

Go towww.GhostFightinTreasureHunters.com

for instructions in Spanish, French and more.

Size: 22” X 11” Color: 4C + 4C

Dieline Cyan Magenta Yellow Black

SIGN OFF(GRAPHIC):

DATE:

PROOF APPROVALGRAPHIC DESIGNER: Ruan, Jane

PI ENGINEER: PROJECT ENGINEER: CS VENDOR: IASIK

SOFTWARE: Illustrator CC

COLOR PROFILE/LPI: Mag CCNB / 175lpi

CS DATE: 5/05/2016

ITEM NO.: FBH20 LANG.: DOM

PART CODE: FBH20-0970-G1

ITEM NAME: GHOST FIGHTIN TREASURE HUNTERS

TOY YEAR: 2016

PKG. SIZE: 22’ x 11”

PKG. SPEC.: IS VER.: 2nd Run

BLANK SIZE: 22.75’’ x 25’’

NOTES TO PRINTER: Proofs accurate for process color only. All spot colors must follow PMS Color Formula Guide or color swatch specified.

C16D0505-2-FBH20-0970-G1_DOM_IS(OP)

5/03/2016 Remanked: per ES copywriter’s comment, we added the text to I/S.

Page 3: Go to  · 2016-09-10 · If a player doesn’t roll enough to move past another mover, they must stop in the first empty space behind the other mover. On their turn, a player may

FBH20-0970-G1

1101162831-DOM

8+2–430’ 8+

1 2

4

3

TM

BRIAN YU

CONTENTS1 Game Board4 Treasure Hunter Movers12 Ghost Cards 1 Shuffle card24 Ghost Movers

6 Haunting figures1 Movement Die (numbers)2 Fighting Dice (symbols)8 Treasure Jewels1 Draw 2 + Shuffle Card

1 Draw 3 + Shuffle Card 2 Blue “Doors Locked” Cards2 Green “Door Locked” Cards

OBJECTPlayers work as a team to escape from the house with all 8 Treasure Jewels before 6 of the rooms become haunted. Win or lose, you do it together!

THE BASIC GAME

SETTING UP THE BASIC GAME Each player takes a TREASURE HUNTER MOVER. Place the movers outside the front door.

NOTE: in a 2-Player game, each player controls TWO TREASURE HUNTER MOVERS at the same time.

Remove the “DRAW 2 + SHUFFLE” CARD, the “DRAW 3 + SHUFFLE” CARD, and the two blue and two green “DOOR LOCKED” CARDS (you don’t use these cards when playing the basic game).

Shuffle the remaining CARDS and place them face down in their space on the board to form a draw pile.

Each room is marked with a single letter. Place a GHOST FIGURE in the rooms lettered C, F, I and L.

Place a TREASURE JEWEL in each room that has a RED background to its room letter.

NOTE: The numbers on the TREASURE JEWELS aren’t used in the Basic Game, so you can ignore them. NOTE: Do not cover the room letters with figures or TREASURE JEWELS.

©2016 Mattel. All Rights Reserved. Mattel, Inc., 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Services 1-800-524-8697. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628 500303. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312. Mattel East Asia Ltd., Room 503-09, North Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China. Tel.: (852) 3185-6500. Diimport & Diedarkan Oleh: Mattel Southeast Asia Pte. Ltd. , No 19-1, Tower 3 Avenue 7, Bangsar South City, No 8, Jalan Kerinchi, 59200 Kuala Lumpur, Malaysia. Tel: 03-78803817, Fax: 03-78803867.

serivce.mattel.comGhostFightinTreasureHunters.com

PLAYING THE BASIC GAME

On their turn, each player can take the following actions, but they must do so in the order listed:

TURN SEQUENCE1. Roll Movement Die2. Reveal Ghost Card (if necessary)3. Move4. Pick Up/ Drop Off Jewels5. Fight

1. Rolling the Movement DieA player’s turn always begins by rolling the movement die (the numbered die). The result shows 2 things: whether they must put a new Ghost Figure in a room (see #2 below), and how many spaces they may move their playing piece (see #3 below).

2. Placing Ghost Figures on the BoardA – If a Ghost icon appears on the movement die, the player must flip over the top Ghost Card from the draw pile and place it beside the board to form a discard pile. B – If there is a letter on the card, the player must place a Ghost Figure in the room with the matching letter.C – If the flipped card is the Shuffle Card the player does not place a new Ghost Figure on the board. Instead, they collect all of the cards – both the draw pile and discard pile – shuffle them together and set them beside the board to form a new draw pile.

Picking up TREASURE JEWELS (see #4), dropping off TREASURE JEWELS (see #5) or fighting Ghosts (see #6) ends your movement.

4. Picking up Treasure JewelsIf you end your move in a room with a Treasure Jewel, you may pick it up and place it in the back-pack of your Treasure Hunter Mover. If there is a ghost in the room, you must also fight it (more on that later). Keep it there until you succeed in dropping it off (see #5). Your mover may only carry one Treasure Jewel at a time. Also, you may fight Ghosts and Hauntings while carrying a jewel.

5. Dropping off Treasure JewelsIf you successfully move outside the house with a Treasure Jewel, your movement ends and you drop off the Treasure Jewel there. Place it in a pile beside the door.

6. Fighting GhostsIf you end your move in a room with a Ghost Figure, you must fight it.

WINNING THE BASIC GAMEOnce all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!

LOSING THE BASIC GAMEIf all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels, the players lose!

Also, if each Treasure Hunters is in a different room and a) the room contains a Haunter Marker and b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the game is over.

THE ADVANCED GAME

SETTING UP THE ADVANCED GAME

Add the “DRAW 2 + SHUFFLE” card, the “DRAW 3 + SHUFFLE” card, and the blue and green “DOORS LOCKED” cards to the draw pile. You use all of the cards in the Advanced Game.

Place all of the Treasure Jewels with their numbers face down and mix them, then place them into rooms without looking at the number on the reverse side.

PLAYING THE ADVANCED GAME

DRAW + SHUFFLE CARDS

Picking up Treasure JewelsEach Treasure Jewel has a number on its reverse side. In the Advanced Game, Treasure Jewels must be retrieved in numerical order.

When you enter a room with a Treasure Jewel, you may flip it over to reveal its number. You may pick up Treasure Jewels in any order, but you may only remove one from the house if it is the next in numerical order, starting with 1.

WINNING THE ADVANCED GAMEOnce all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!

LOSING THE ADVANCED GAMEIf all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels, the players lose!

Also, if each Treasure Hunters is in a different room and a) the room contains a Haunter Marker and b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the game is over.

Movers Start Here

Card Space

Room Letter

Treasure Jewels Goin These Rooms

Ghosts Start in These Rooms

To fight a Ghost Figure, you roll 1 BATTLE DIE (the die with symbols only). If you get the Ghost Icon, you may remove 1 Ghost Figure from the room. NOTE: If you roll a Haunting or a Blank, take no actions and there is no penalty. If at least 1 other player is in the room with you, the player whose turn it is may roll 2 Battle Dice. Each Ghost Icon on the Battle Dice removes 1 Ghost Figure from the room. If there are more than 2 players in the room, you still only roll 2 battle dice.

y yT

o

tGHOST ICON

GHOST ICON

All Ghost figures removed from the board are returned to the supply and may be used again during gameplay.

HAUNTED ROOMSYou have to keep your eye on the number of Ghost Figures on the board. If too many start showing up, rooms will become Haunted. If 6 rooms become Haunted at the same time, you lose the game!

Haunting a RoomWhen 3 Ghost Figures inhabit the same room at the same time, that room becomes HAUNTED. Remove the Ghost Figures and replace them with a red HAUNTING MARKER.

A - Ghost Symbols B - Matching Letters C - Shuffle Cardg Letters

G

A - GhGhost Symbob lls C - hSh ffluffle Ca drd

3. MovingThe player may then move UP TO the number shown on the die. For example, you may roll a 5, but only need 3 spaces to get where you want to be. If you choose to stop, you forfeit the remaining movement. You may only enter and exit the house through the front door. Each square in the hallway is one space. You may move through rooms; each room counts as a single space. You must enter and exit rooms through a door. You may not move diagonally.

DRAW

DISCARD

DOORSRooms Count As 1 Space

TREASURE HUNTER MOVERS CANNOT share hallway spaces, but they CAN share room spaces.

In the hallway, players may move through spaces occupied by other TREASURE HUNTER MOVERS, but they may NOT stop in a space that is already occupied. If a player doesn’t roll enough to move past another mover, they must stop in the first empty space behind the other mover.

On their turn, a player may choose to remain on the space they currently occupy (including outside the house) and not move their TREASURE HUNTER MOVER, but they still have to roll the MOVEMENT DIE and draw a card, if necessary.

If a card tells you to place a Ghost Figure in a room that is already Haunted, the new Ghost Figure moves sequentially up through the lettered rooms (from A to B to C, etc.) until it finds an available space (from room L, a Ghost loops back to room A).

If you are carrying a Treasure Jewel while in a Haunted room, you CANNOT move from the Haunted room until you succeed in “UN-Haunting” it.

Unhaunting a RoomA Haunting may be removed only if 2 or more players work together. At least 2 players must be in a room with a Haunting before the Battle Dice may be rolled. The player whose turn it is rolls 2 Battle Dice – if at least 1 HAUNTING ICON is rolled, the Haunting Marker is removed from the board.

All Haunting figures removed from the board are returned to the supply and may be used again during gameplay.

The game proceeds as described in the BASIC GAME section, with the same goals in mind; however, if you draw a “DRAW 2 + SHUFFLE” or a “DRAW 3 + SHUFFLE,” you must draw the additional number of cards indicated and place any Ghost Figures on the board, then shuffle the discard pile with the remaining draw pile (NOTE: IF, WHEN DRAWING THE 2 OR 3 ADDITIONAL CARDS, YOU HAPPEN TO GET ANOTHER SHUFFLE, DRAW 2 OR DRAW 3 CARD, YOU MAY IGNORE IT AND MOVE TO THE NEXT CARD).

Draw 2 + Shuffle Card

Draw 3 + Shuffle Card

DOOR LOCKED CARDSIf you draw blue or green “DOORS LOCKED” card, the doors of the corresponding colors are now locked. Players may not move through a locked door. Only 1 color of doors may be locked at a time. Place the DOOR LOCKED card to the side of the discard pile to remind you what color is locked. A door can only be unlocked if the other color of doors becomes locked OR a SHUFFLE card comes up.

Blue “Door Locked” Card

Door Colors Green “Door Locked” Card

lBlBluBlu “e “e “DDooDoorr Locked” Card

GGreGreenen “D“Do“Dooror Locked” Card

Go towww.GhostFightinTreasureHunters.com

for instructions in Spanish, French and more.

Size: 22” X 11” Color: 4C + 4C

Dieline Cyan Magenta Yellow Black

SIGN OFF(GRAPHIC):

DATE:

PROOF APPROVALGRAPHIC DESIGNER: Ruan, Jane

PI ENGINEER: PROJECT ENGINEER: CS VENDOR: IASIK

SOFTWARE: Illustrator CC

COLOR PROFILE/LPI: Mag CCNB / 175lpi

CS DATE: 5/05/2016

ITEM NO.: FBH20 LANG.: DOM

PART CODE: FBH20-0970-G1

ITEM NAME: GHOST FIGHTIN TREASURE HUNTERS

TOY YEAR: 2016

PKG. SIZE: 22’ x 11”

PKG. SPEC.: IS VER.: 2nd Run

BLANK SIZE: 22.75’’ x 25’’

NOTES TO PRINTER: Proofs accurate for process color only. All spot colors must follow PMS Color Formula Guide or color swatch specified.

C16D0505-2-FBH20-0970-G1_DOM_IS(OP)

5/03/2016 Remanked: per ES copywriter’s comment, we added the text to I/S.

Page 4: Go to  · 2016-09-10 · If a player doesn’t roll enough to move past another mover, they must stop in the first empty space behind the other mover. On their turn, a player may

FBH20-0970-G1

1101162831-DOM

8+2–430’ 8+

1 2

4

3

TM

BRIAN YU

CONTENTS1 Game Board4 Treasure Hunter Movers12 Ghost Cards 1 Shuffle card24 Ghost Movers

6 Haunting figures1 Movement Die (numbers)2 Fighting Dice (symbols)8 Treasure Jewels1 Draw 2 + Shuffle Card

1 Draw 3 + Shuffle Card 2 Blue “Doors Locked” Cards2 Green “Door Locked” Cards

OBJECTPlayers work as a team to escape from the house with all 8 Treasure Jewels before 6 of the rooms become haunted. Win or lose, you do it together!

THE BASIC GAME

SETTING UP THE BASIC GAME Each player takes a TREASURE HUNTER MOVER. Place the movers outside the front door.

NOTE: in a 2-Player game, each player controls TWO TREASURE HUNTER MOVERS at the same time.

Remove the “DRAW 2 + SHUFFLE” CARD, the “DRAW 3 + SHUFFLE” CARD, and the two blue and two green “DOOR LOCKED” CARDS (you don’t use these cards when playing the basic game).

Shuffle the remaining CARDS and place them face down in their space on the board to form a draw pile.

Each room is marked with a single letter. Place a GHOST FIGURE in the rooms lettered C, F, I and L.

Place a TREASURE JEWEL in each room that has a RED background to its room letter.

NOTE: The numbers on the TREASURE JEWELS aren’t used in the Basic Game, so you can ignore them. NOTE: Do not cover the room letters with figures or TREASURE JEWELS.

©2016 Mattel. All Rights Reserved. Mattel, Inc., 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Services 1-800-524-8697. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628 500303. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312. Mattel East Asia Ltd., Room 503-09, North Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China. Tel.: (852) 3185-6500. Diimport & Diedarkan Oleh: Mattel Southeast Asia Pte. Ltd. , No 19-1, Tower 3 Avenue 7, Bangsar South City, No 8, Jalan Kerinchi, 59200 Kuala Lumpur, Malaysia. Tel: 03-78803817, Fax: 03-78803867.

serivce.mattel.comGhostFightinTreasureHunters.com

PLAYING THE BASIC GAME

On their turn, each player can take the following actions, but they must do so in the order listed:

TURN SEQUENCE1. Roll Movement Die2. Reveal Ghost Card (if necessary)3. Move4. Pick Up/ Drop Off Jewels5. Fight

1. Rolling the Movement DieA player’s turn always begins by rolling the movement die (the numbered die). The result shows 2 things: whether they must put a new Ghost Figure in a room (see #2 below), and how many spaces they may move their playing piece (see #3 below).

2. Placing Ghost Figures on the BoardA – If a Ghost icon appears on the movement die, the player must flip over the top Ghost Card from the draw pile and place it beside the board to form a discard pile. B – If there is a letter on the card, the player must place a Ghost Figure in the room with the matching letter.C – If the flipped card is the Shuffle Card the player does not place a new Ghost Figure on the board. Instead, they collect all of the cards – both the draw pile and discard pile – shuffle them together and set them beside the board to form a new draw pile.

Picking up TREASURE JEWELS (see #4), dropping off TREASURE JEWELS (see #5) or fighting Ghosts (see #6) ends your movement.

4. Picking up Treasure JewelsIf you end your move in a room with a Treasure Jewel, you may pick it up and place it in the back-pack of your Treasure Hunter Mover. If there is a ghost in the room, you must also fight it (more on that later). Keep it there until you succeed in dropping it off (see #5). Your mover may only carry one Treasure Jewel at a time. Also, you may fight Ghosts and Hauntings while carrying a jewel.

5. Dropping off Treasure JewelsIf you successfully move outside the house with a Treasure Jewel, your movement ends and you drop off the Treasure Jewel there. Place it in a pile beside the door.

6. Fighting GhostsIf you end your move in a room with a Ghost Figure, you must fight it.

WINNING THE BASIC GAMEOnce all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!

LOSING THE BASIC GAMEIf all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels, the players lose!

Also, if each Treasure Hunters is in a different room and a) the room contains a Haunter Marker and b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the game is over.

THE ADVANCED GAME

SETTING UP THE ADVANCED GAME

Add the “DRAW 2 + SHUFFLE” card, the “DRAW 3 + SHUFFLE” card, and the blue and green “DOORS LOCKED” cards to the draw pile. You use all of the cards in the Advanced Game.

Place all of the Treasure Jewels with their numbers face down and mix them, then place them into rooms without looking at the number on the reverse side.

PLAYING THE ADVANCED GAME

DRAW + SHUFFLE CARDS

Picking up Treasure JewelsEach Treasure Jewel has a number on its reverse side. In the Advanced Game, Treasure Jewels must be retrieved in numerical order.

When you enter a room with a Treasure Jewel, you may flip it over to reveal its number. You may pick up Treasure Jewels in any order, but you may only remove one from the house if it is the next in numerical order, starting with 1.

WINNING THE ADVANCED GAMEOnce all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!

LOSING THE ADVANCED GAMEIf all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels, the players lose!

Also, if each Treasure Hunters is in a different room and a) the room contains a Haunter Marker and b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the game is over.

Movers Start Here

Card Space

Room Letter

Treasure Jewels Goin These Rooms

Ghosts Start in These Rooms

To fight a Ghost Figure, you roll 1 BATTLE DIE (the die with symbols only). If you get the Ghost Icon, you may remove 1 Ghost Figure from the room. NOTE: If you roll a Haunting or a Blank, take no actions and there is no penalty. If at least 1 other player is in the room with you, the player whose turn it is may roll 2 Battle Dice. Each Ghost Icon on the Battle Dice removes 1 Ghost Figure from the room. If there are more than 2 players in the room, you still only roll 2 battle dice.

y yT

o

tGHOST ICON

GHOST ICON

All Ghost figures removed from the board are returned to the supply and may be used again during gameplay.

HAUNTED ROOMSYou have to keep your eye on the number of Ghost Figures on the board. If too many start showing up, rooms will become Haunted. If 6 rooms become Haunted at the same time, you lose the game!

Haunting a RoomWhen 3 Ghost Figures inhabit the same room at the same time, that room becomes HAUNTED. Remove the Ghost Figures and replace them with a red HAUNTING MARKER.

A - Ghost Symbols B - Matching Letters C - Shuffle Cardg Letters

G

A - GhGhost Symbob lls C - hSh ffluffle Ca drd

3. MovingThe player may then move UP TO the number shown on the die. For example, you may roll a 5, but only need 3 spaces to get where you want to be. If you choose to stop, you forfeit the remaining movement. You may only enter and exit the house through the front door. Each square in the hallway is one space. You may move through rooms; each room counts as a single space. You must enter and exit rooms through a door. You may not move diagonally.

DRAW

DISCARD

DOORSRooms Count As 1 Space

TREASURE HUNTER MOVERS CANNOT share hallway spaces, but they CAN share room spaces.

In the hallway, players may move through spaces occupied by other TREASURE HUNTER MOVERS, but they may NOT stop in a space that is already occupied. If a player doesn’t roll enough to move past another mover, they must stop in the first empty space behind the other mover.

On their turn, a player may choose to remain on the space they currently occupy (including outside the house) and not move their TREASURE HUNTER MOVER, but they still have to roll the MOVEMENT DIE and draw a card, if necessary.

If a card tells you to place a Ghost Figure in a room that is already Haunted, the new Ghost Figure moves sequentially up through the lettered rooms (from A to B to C, etc.) until it finds an available space (from room L, a Ghost loops back to room A).

If you are carrying a Treasure Jewel while in a Haunted room, you CANNOT move from the Haunted room until you succeed in “UN-Haunting” it.

Unhaunting a RoomA Haunting may be removed only if 2 or more players work together. At least 2 players must be in a room with a Haunting before the Battle Dice may be rolled. The player whose turn it is rolls 2 Battle Dice – if at least 1 HAUNTING ICON is rolled, the Haunting Marker is removed from the board.

All Haunting figures removed from the board are returned to the supply and may be used again during gameplay.

The game proceeds as described in the BASIC GAME section, with the same goals in mind; however, if you draw a “DRAW 2 + SHUFFLE” or a “DRAW 3 + SHUFFLE,” you must draw the additional number of cards indicated and place any Ghost Figures on the board, then shuffle the discard pile with the remaining draw pile (NOTE: IF, WHEN DRAWING THE 2 OR 3 ADDITIONAL CARDS, YOU HAPPEN TO GET ANOTHER SHUFFLE, DRAW 2 OR DRAW 3 CARD, YOU MAY IGNORE IT AND MOVE TO THE NEXT CARD).

Draw 2 + Shuffle Card

Draw 3 + Shuffle Card

DOOR LOCKED CARDSIf you draw blue or green “DOORS LOCKED” card, the doors of the corresponding colors are now locked. Players may not move through a locked door. Only 1 color of doors may be locked at a time. Place the DOOR LOCKED card to the side of the discard pile to remind you what color is locked. A door can only be unlocked if the other color of doors becomes locked OR a SHUFFLE card comes up.

Blue “Door Locked” Card

Door Colors Green “Door Locked” Card

lBlBluBlu “e “e “DDooDoorr Locked” Card

GGreGreenen “D“Do“Dooror Locked” Card

Go towww.GhostFightinTreasureHunters.com

for instructions in Spanish, French and more.

Size: 22” X 11” Color: 4C + 4C

Dieline Cyan Magenta Yellow Black

SIGN OFF(GRAPHIC):

DATE:

PROOF APPROVALGRAPHIC DESIGNER: Ruan, Jane

PI ENGINEER: PROJECT ENGINEER: CS VENDOR: IASIK

SOFTWARE: Illustrator CC

COLOR PROFILE/LPI: Mag CCNB / 175lpi

CS DATE: 5/05/2016

ITEM NO.: FBH20 LANG.: DOM

PART CODE: FBH20-0970-G1

ITEM NAME: GHOST FIGHTIN TREASURE HUNTERS

TOY YEAR: 2016

PKG. SIZE: 22’ x 11”

PKG. SPEC.: IS VER.: 2nd Run

BLANK SIZE: 22.75’’ x 25’’

NOTES TO PRINTER: Proofs accurate for process color only. All spot colors must follow PMS Color Formula Guide or color swatch specified.

C16D0505-2-FBH20-0970-G1_DOM_IS(OP)

5/03/2016 Remanked: per ES copywriter’s comment, we added the text to I/S.

Page 5: Go to  · 2016-09-10 · If a player doesn’t roll enough to move past another mover, they must stop in the first empty space behind the other mover. On their turn, a player may

FBH20-0970-G1

1101162831-DOM

8+2–430’ 8+

1 2

4

3

TM

BRIAN YU

CONTENTS1 Game Board4 Treasure Hunter Movers12 Ghost Cards 1 Shuffle card24 Ghost Movers

6 Haunting figures1 Movement Die (numbers)2 Fighting Dice (symbols)8 Treasure Jewels1 Draw 2 + Shuffle Card

1 Draw 3 + Shuffle Card 2 Blue “Doors Locked” Cards2 Green “Door Locked” Cards

OBJECTPlayers work as a team to escape from the house with all 8 Treasure Jewels before 6 of the rooms become haunted. Win or lose, you do it together!

THE BASIC GAME

SETTING UP THE BASIC GAME Each player takes a TREASURE HUNTER MOVER. Place the movers outside the front door.

NOTE: in a 2-Player game, each player controls TWO TREASURE HUNTER MOVERS at the same time.

Remove the “DRAW 2 + SHUFFLE” CARD, the “DRAW 3 + SHUFFLE” CARD, and the two blue and two green “DOOR LOCKED” CARDS (you don’t use these cards when playing the basic game).

Shuffle the remaining CARDS and place them face down in their space on the board to form a draw pile.

Each room is marked with a single letter. Place a GHOST FIGURE in the rooms lettered C, F, I and L.

Place a TREASURE JEWEL in each room that has a RED background to its room letter.

NOTE: The numbers on the TREASURE JEWELS aren’t used in the Basic Game, so you can ignore them. NOTE: Do not cover the room letters with figures or TREASURE JEWELS.

©2016 Mattel. All Rights Reserved. Mattel, Inc., 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Services 1-800-524-8697. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628 500303. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312. Mattel East Asia Ltd., Room 503-09, North Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China. Tel.: (852) 3185-6500. Diimport & Diedarkan Oleh: Mattel Southeast Asia Pte. Ltd. , No 19-1, Tower 3 Avenue 7, Bangsar South City, No 8, Jalan Kerinchi, 59200 Kuala Lumpur, Malaysia. Tel: 03-78803817, Fax: 03-78803867.

serivce.mattel.comGhostFightinTreasureHunters.com

PLAYING THE BASIC GAME

On their turn, each player can take the following actions, but they must do so in the order listed:

TURN SEQUENCE1. Roll Movement Die2. Reveal Ghost Card (if necessary)3. Move4. Pick Up/ Drop Off Jewels5. Fight

1. Rolling the Movement DieA player’s turn always begins by rolling the movement die (the numbered die). The result shows 2 things: whether they must put a new Ghost Figure in a room (see #2 below), and how many spaces they may move their playing piece (see #3 below).

2. Placing Ghost Figures on the BoardA – If a Ghost icon appears on the movement die, the player must flip over the top Ghost Card from the draw pile and place it beside the board to form a discard pile. B – If there is a letter on the card, the player must place a Ghost Figure in the room with the matching letter.C – If the flipped card is the Shuffle Card the player does not place a new Ghost Figure on the board. Instead, they collect all of the cards – both the draw pile and discard pile – shuffle them together and set them beside the board to form a new draw pile.

Picking up TREASURE JEWELS (see #4), dropping off TREASURE JEWELS (see #5) or fighting Ghosts (see #6) ends your movement.

4. Picking up Treasure JewelsIf you end your move in a room with a Treasure Jewel, you may pick it up and place it in the back-pack of your Treasure Hunter Mover. If there is a ghost in the room, you must also fight it (more on that later). Keep it there until you succeed in dropping it off (see #5). Your mover may only carry one Treasure Jewel at a time. Also, you may fight Ghosts and Hauntings while carrying a jewel.

5. Dropping off Treasure JewelsIf you successfully move outside the house with a Treasure Jewel, your movement ends and you drop off the Treasure Jewel there. Place it in a pile beside the door.

6. Fighting GhostsIf you end your move in a room with a Ghost Figure, you must fight it.

WINNING THE BASIC GAMEOnce all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!

LOSING THE BASIC GAMEIf all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels, the players lose!

Also, if each Treasure Hunters is in a different room and a) the room contains a Haunter Marker and b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the game is over.

THE ADVANCED GAME

SETTING UP THE ADVANCED GAME

Add the “DRAW 2 + SHUFFLE” card, the “DRAW 3 + SHUFFLE” card, and the blue and green “DOORS LOCKED” cards to the draw pile. You use all of the cards in the Advanced Game.

Place all of the Treasure Jewels with their numbers face down and mix them, then place them into rooms without looking at the number on the reverse side.

PLAYING THE ADVANCED GAME

DRAW + SHUFFLE CARDS

Picking up Treasure JewelsEach Treasure Jewel has a number on its reverse side. In the Advanced Game, Treasure Jewels must be retrieved in numerical order.

When you enter a room with a Treasure Jewel, you may flip it over to reveal its number. You may pick up Treasure Jewels in any order, but you may only remove one from the house if it is the next in numerical order, starting with 1.

WINNING THE ADVANCED GAMEOnce all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!

LOSING THE ADVANCED GAMEIf all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels, the players lose!

Also, if each Treasure Hunters is in a different room and a) the room contains a Haunter Marker and b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the game is over.

Movers Start Here

Card Space

Room Letter

Treasure Jewels Goin These Rooms

Ghosts Start in These Rooms

To fight a Ghost Figure, you roll 1 BATTLE DIE (the die with symbols only). If you get the Ghost Icon, you may remove 1 Ghost Figure from the room. NOTE: If you roll a Haunting or a Blank, take no actions and there is no penalty. If at least 1 other player is in the room with you, the player whose turn it is may roll 2 Battle Dice. Each Ghost Icon on the Battle Dice removes 1 Ghost Figure from the room. If there are more than 2 players in the room, you still only roll 2 battle dice.

y yT

o

tGHOST ICON

GHOST ICON

All Ghost figures removed from the board are returned to the supply and may be used again during gameplay.

HAUNTED ROOMSYou have to keep your eye on the number of Ghost Figures on the board. If too many start showing up, rooms will become Haunted. If 6 rooms become Haunted at the same time, you lose the game!

Haunting a RoomWhen 3 Ghost Figures inhabit the same room at the same time, that room becomes HAUNTED. Remove the Ghost Figures and replace them with a red HAUNTING MARKER.

A - Ghost Symbols B - Matching Letters C - Shuffle Cardg Letters

G

A - GhGhost Symbob lls C - hSh ffluffle Ca drd

3. MovingThe player may then move UP TO the number shown on the die. For example, you may roll a 5, but only need 3 spaces to get where you want to be. If you choose to stop, you forfeit the remaining movement. You may only enter and exit the house through the front door. Each square in the hallway is one space. You may move through rooms; each room counts as a single space. You must enter and exit rooms through a door. You may not move diagonally.

DRAW

DISCARD

DOORSRooms Count As 1 Space

TREASURE HUNTER MOVERS CANNOT share hallway spaces, but they CAN share room spaces.

In the hallway, players may move through spaces occupied by other TREASURE HUNTER MOVERS, but they may NOT stop in a space that is already occupied. If a player doesn’t roll enough to move past another mover, they must stop in the first empty space behind the other mover.

On their turn, a player may choose to remain on the space they currently occupy (including outside the house) and not move their TREASURE HUNTER MOVER, but they still have to roll the MOVEMENT DIE and draw a card, if necessary.

If a card tells you to place a Ghost Figure in a room that is already Haunted, the new Ghost Figure moves sequentially up through the lettered rooms (from A to B to C, etc.) until it finds an available space (from room L, a Ghost loops back to room A).

If you are carrying a Treasure Jewel while in a Haunted room, you CANNOT move from the Haunted room until you succeed in “UN-Haunting” it.

Unhaunting a RoomA Haunting may be removed only if 2 or more players work together. At least 2 players must be in a room with a Haunting before the Battle Dice may be rolled. The player whose turn it is rolls 2 Battle Dice – if at least 1 HAUNTING ICON is rolled, the Haunting Marker is removed from the board.

All Haunting figures removed from the board are returned to the supply and may be used again during gameplay.

The game proceeds as described in the BASIC GAME section, with the same goals in mind; however, if you draw a “DRAW 2 + SHUFFLE” or a “DRAW 3 + SHUFFLE,” you must draw the additional number of cards indicated and place any Ghost Figures on the board, then shuffle the discard pile with the remaining draw pile (NOTE: IF, WHEN DRAWING THE 2 OR 3 ADDITIONAL CARDS, YOU HAPPEN TO GET ANOTHER SHUFFLE, DRAW 2 OR DRAW 3 CARD, YOU MAY IGNORE IT AND MOVE TO THE NEXT CARD).

Draw 2 + Shuffle Card

Draw 3 + Shuffle Card

DOOR LOCKED CARDSIf you draw blue or green “DOORS LOCKED” card, the doors of the corresponding colors are now locked. Players may not move through a locked door. Only 1 color of doors may be locked at a time. Place the DOOR LOCKED card to the side of the discard pile to remind you what color is locked. A door can only be unlocked if the other color of doors becomes locked OR a SHUFFLE card comes up.

Blue “Door Locked” Card

Door Colors Green “Door Locked” Card

lBlBluBlu “e “e “DDooDoorr Locked” Card

GGreGreenen “D“Do“Dooror Locked” Card

Go towww.GhostFightinTreasureHunters.com

for instructions in Spanish, French and more.

Size: 22” X 11” Color: 4C + 4C

Dieline Cyan Magenta Yellow Black

SIGN OFF(GRAPHIC):

DATE:

PROOF APPROVALGRAPHIC DESIGNER: Ruan, Jane

PI ENGINEER: PROJECT ENGINEER: CS VENDOR: IASIK

SOFTWARE: Illustrator CC

COLOR PROFILE/LPI: Mag CCNB / 175lpi

CS DATE: 5/05/2016

ITEM NO.: FBH20 LANG.: DOM

PART CODE: FBH20-0970-G1

ITEM NAME: GHOST FIGHTIN TREASURE HUNTERS

TOY YEAR: 2016

PKG. SIZE: 22’ x 11”

PKG. SPEC.: IS VER.: 2nd Run

BLANK SIZE: 22.75’’ x 25’’

NOTES TO PRINTER: Proofs accurate for process color only. All spot colors must follow PMS Color Formula Guide or color swatch specified.

C16D0505-2-FBH20-0970-G1_DOM_IS(OP)

5/03/2016 Remanked: per ES copywriter’s comment, we added the text to I/S.

Page 6: Go to  · 2016-09-10 · If a player doesn’t roll enough to move past another mover, they must stop in the first empty space behind the other mover. On their turn, a player may

FBH20-0970-G1

1101162831-DOM

8+2–430’ 8+

1 2

4

3

TM

BRIAN YU

CONTENTS1 Game Board4 Treasure Hunter Movers12 Ghost Cards 1 Shuffle card24 Ghost Movers

6 Haunting figures1 Movement Die (numbers)2 Fighting Dice (symbols)8 Treasure Jewels1 Draw 2 + Shuffle Card

1 Draw 3 + Shuffle Card 2 Blue “Doors Locked” Cards2 Green “Door Locked” Cards

OBJECTPlayers work as a team to escape from the house with all 8 Treasure Jewels before 6 of the rooms become haunted. Win or lose, you do it together!

THE BASIC GAME

SETTING UP THE BASIC GAME Each player takes a TREASURE HUNTER MOVER. Place the movers outside the front door.

NOTE: in a 2-Player game, each player controls TWO TREASURE HUNTER MOVERS at the same time.

Remove the “DRAW 2 + SHUFFLE” CARD, the “DRAW 3 + SHUFFLE” CARD, and the two blue and two green “DOOR LOCKED” CARDS (you don’t use these cards when playing the basic game).

Shuffle the remaining CARDS and place them face down in their space on the board to form a draw pile.

Each room is marked with a single letter. Place a GHOST FIGURE in the rooms lettered C, F, I and L.

Place a TREASURE JEWEL in each room that has a RED background to its room letter.

NOTE: The numbers on the TREASURE JEWELS aren’t used in the Basic Game, so you can ignore them. NOTE: Do not cover the room letters with figures or TREASURE JEWELS.

©2016 Mattel. All Rights Reserved. Mattel, Inc., 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Services 1-800-524-8697. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628 500303. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312. Mattel East Asia Ltd., Room 503-09, North Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China. Tel.: (852) 3185-6500. Diimport & Diedarkan Oleh: Mattel Southeast Asia Pte. Ltd. , No 19-1, Tower 3 Avenue 7, Bangsar South City, No 8, Jalan Kerinchi, 59200 Kuala Lumpur, Malaysia. Tel: 03-78803817, Fax: 03-78803867.

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PLAYING THE BASIC GAME

On their turn, each player can take the following actions, but they must do so in the order listed:

TURN SEQUENCE1. Roll Movement Die2. Reveal Ghost Card (if necessary)3. Move4. Pick Up/ Drop Off Jewels5. Fight

1. Rolling the Movement DieA player’s turn always begins by rolling the movement die (the numbered die). The result shows 2 things: whether they must put a new Ghost Figure in a room (see #2 below), and how many spaces they may move their playing piece (see #3 below).

2. Placing Ghost Figures on the BoardA – If a Ghost icon appears on the movement die, the player must flip over the top Ghost Card from the draw pile and place it beside the board to form a discard pile. B – If there is a letter on the card, the player must place a Ghost Figure in the room with the matching letter.C – If the flipped card is the Shuffle Card the player does not place a new Ghost Figure on the board. Instead, they collect all of the cards – both the draw pile and discard pile – shuffle them together and set them beside the board to form a new draw pile.

Picking up TREASURE JEWELS (see #4), dropping off TREASURE JEWELS (see #5) or fighting Ghosts (see #6) ends your movement.

4. Picking up Treasure JewelsIf you end your move in a room with a Treasure Jewel, you may pick it up and place it in the back-pack of your Treasure Hunter Mover. If there is a ghost in the room, you must also fight it (more on that later). Keep it there until you succeed in dropping it off (see #5). Your mover may only carry one Treasure Jewel at a time. Also, you may fight Ghosts and Hauntings while carrying a jewel.

5. Dropping off Treasure JewelsIf you successfully move outside the house with a Treasure Jewel, your movement ends and you drop off the Treasure Jewel there. Place it in a pile beside the door.

6. Fighting GhostsIf you end your move in a room with a Ghost Figure, you must fight it.

WINNING THE BASIC GAMEOnce all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!

LOSING THE BASIC GAMEIf all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels, the players lose!

Also, if each Treasure Hunters is in a different room and a) the room contains a Haunter Marker and b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the game is over.

THE ADVANCED GAME

SETTING UP THE ADVANCED GAME

Add the “DRAW 2 + SHUFFLE” card, the “DRAW 3 + SHUFFLE” card, and the blue and green “DOORS LOCKED” cards to the draw pile. You use all of the cards in the Advanced Game.

Place all of the Treasure Jewels with their numbers face down and mix them, then place them into rooms without looking at the number on the reverse side.

PLAYING THE ADVANCED GAME

DRAW + SHUFFLE CARDS

Picking up Treasure JewelsEach Treasure Jewel has a number on its reverse side. In the Advanced Game, Treasure Jewels must be retrieved in numerical order.

When you enter a room with a Treasure Jewel, you may flip it over to reveal its number. You may pick up Treasure Jewels in any order, but you may only remove one from the house if it is the next in numerical order, starting with 1.

WINNING THE ADVANCED GAMEOnce all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!

LOSING THE ADVANCED GAMEIf all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels, the players lose!

Also, if each Treasure Hunters is in a different room and a) the room contains a Haunter Marker and b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the game is over.

Movers Start Here

Card Space

Room Letter

Treasure Jewels Goin These Rooms

Ghosts Start in These Rooms

To fight a Ghost Figure, you roll 1 BATTLE DIE (the die with symbols only). If you get the Ghost Icon, you may remove 1 Ghost Figure from the room. NOTE: If you roll a Haunting or a Blank, take no actions and there is no penalty. If at least 1 other player is in the room with you, the player whose turn it is may roll 2 Battle Dice. Each Ghost Icon on the Battle Dice removes 1 Ghost Figure from the room. If there are more than 2 players in the room, you still only roll 2 battle dice.

y yT

o

tGHOST ICON

GHOST ICON

All Ghost figures removed from the board are returned to the supply and may be used again during gameplay.

HAUNTED ROOMSYou have to keep your eye on the number of Ghost Figures on the board. If too many start showing up, rooms will become Haunted. If 6 rooms become Haunted at the same time, you lose the game!

Haunting a RoomWhen 3 Ghost Figures inhabit the same room at the same time, that room becomes HAUNTED. Remove the Ghost Figures and replace them with a red HAUNTING MARKER.

A - Ghost Symbols B - Matching Letters C - Shuffle Cardg Letters

G

A - GhGhost Symbob lls C - hSh ffluffle Ca drd

3. MovingThe player may then move UP TO the number shown on the die. For example, you may roll a 5, but only need 3 spaces to get where you want to be. If you choose to stop, you forfeit the remaining movement. You may only enter and exit the house through the front door. Each square in the hallway is one space. You may move through rooms; each room counts as a single space. You must enter and exit rooms through a door. You may not move diagonally.

DRAW

DISCARD

DOORSRooms Count As 1 Space

TREASURE HUNTER MOVERS CANNOT share hallway spaces, but they CAN share room spaces.

In the hallway, players may move through spaces occupied by other TREASURE HUNTER MOVERS, but they may NOT stop in a space that is already occupied. If a player doesn’t roll enough to move past another mover, they must stop in the first empty space behind the other mover.

On their turn, a player may choose to remain on the space they currently occupy (including outside the house) and not move their TREASURE HUNTER MOVER, but they still have to roll the MOVEMENT DIE and draw a card, if necessary.

If a card tells you to place a Ghost Figure in a room that is already Haunted, the new Ghost Figure moves sequentially up through the lettered rooms (from A to B to C, etc.) until it finds an available space (from room L, a Ghost loops back to room A).

If you are carrying a Treasure Jewel while in a Haunted room, you CANNOT move from the Haunted room until you succeed in “UN-Haunting” it.

Unhaunting a RoomA Haunting may be removed only if 2 or more players work together. At least 2 players must be in a room with a Haunting before the Battle Dice may be rolled. The player whose turn it is rolls 2 Battle Dice – if at least 1 HAUNTING ICON is rolled, the Haunting Marker is removed from the board.

All Haunting figures removed from the board are returned to the supply and may be used again during gameplay.

The game proceeds as described in the BASIC GAME section, with the same goals in mind; however, if you draw a “DRAW 2 + SHUFFLE” or a “DRAW 3 + SHUFFLE,” you must draw the additional number of cards indicated and place any Ghost Figures on the board, then shuffle the discard pile with the remaining draw pile (NOTE: IF, WHEN DRAWING THE 2 OR 3 ADDITIONAL CARDS, YOU HAPPEN TO GET ANOTHER SHUFFLE, DRAW 2 OR DRAW 3 CARD, YOU MAY IGNORE IT AND MOVE TO THE NEXT CARD).

Draw 2 + Shuffle Card

Draw 3 + Shuffle Card

DOOR LOCKED CARDSIf you draw blue or green “DOORS LOCKED” card, the doors of the corresponding colors are now locked. Players may not move through a locked door. Only 1 color of doors may be locked at a time. Place the DOOR LOCKED card to the side of the discard pile to remind you what color is locked. A door can only be unlocked if the other color of doors becomes locked OR a SHUFFLE card comes up.

Blue “Door Locked” Card

Door Colors Green “Door Locked” Card

lBlBluBlu “e “e “DDooDoorr Locked” Card

GGreGreenen “D“Do“Dooror Locked” Card

Go towww.GhostFightinTreasureHunters.com

for instructions in Spanish, French and more.

Size: 22” X 11” Color: 4C + 4C

Dieline Cyan Magenta Yellow Black

SIGN OFF(GRAPHIC):

DATE:

PROOF APPROVALGRAPHIC DESIGNER: Ruan, Jane

PI ENGINEER: PROJECT ENGINEER: CS VENDOR: IASIK

SOFTWARE: Illustrator CC

COLOR PROFILE/LPI: Mag CCNB / 175lpi

CS DATE: 5/05/2016

ITEM NO.: FBH20 LANG.: DOM

PART CODE: FBH20-0970-G1

ITEM NAME: GHOST FIGHTIN TREASURE HUNTERS

TOY YEAR: 2016

PKG. SIZE: 22’ x 11”

PKG. SPEC.: IS VER.: 2nd Run

BLANK SIZE: 22.75’’ x 25’’

NOTES TO PRINTER: Proofs accurate for process color only. All spot colors must follow PMS Color Formula Guide or color swatch specified.

C16D0505-2-FBH20-0970-G1_DOM_IS(OP)

5/03/2016 Remanked: per ES copywriter’s comment, we added the text to I/S.